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small, big

Posted: 09 Jun 2006, 08:20
by cyclerboy
what is the smallest and biggest map created right now?

Posted: 09 Jun 2006, 08:24
by smoth
Fuck it noize is right... doh!

Posted: 09 Jun 2006, 08:24
by NOiZE
Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)

tinyme or minime is the smallest by 2x2

Posted: 09 Jun 2006, 14:13
by Molloy
We need more good stuff ranging from 6x6 to 12x12 or so. There are too many large maps, or stupid porc maps.

Posted: 09 Jun 2006, 15:02
by AF
my computercan run spring just about, it works fine with maps such as metal walls or brazillian battlefields, yet I look for unlocked XTA games to play and it's usually one bartopia does with the 28x28 supcom map etc...

Posted: 09 Jun 2006, 18:49
by Eaglebird
NOiZE wrote:Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)
Anyone know why this is?

Posted: 09 Jun 2006, 19:40
by NOiZE
Eaglebird wrote:
NOiZE wrote:Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)
Anyone know why this is?
because ATI can't handle textures above 2048x2048

and the heightmap of a 32x32 is 2048x2048... so it fails there

Posted: 09 Jun 2006, 19:49
by Masse
as everybody allready should know... ATI sucks :wink:

Posted: 09 Jun 2006, 20:01
by SinbadEV
problem is, no they don't, it's just that they have made some annoying design decisions that limit what spring can do with them.

Posted: 09 Jun 2006, 20:18
by AF
Why do we have a shadowmap for an entire map generated if we're rarely ever looking at the entire map at all? Cant the shadow map just be generated for what we're looking at?


And if we do look at the whole map I doubt we're going to see the full shadow map resolution, or if it doesnt fit we can scale it up and pretend the map is half the size?

Posted: 09 Jun 2006, 20:31
by NOiZE
make a patch

Posted: 09 Jun 2006, 20:46
by Eaglebird
It would make sense, I think, to have the shadowmap divided up into a series of tiles, per se, and if the center of a tile is in such and such a radius of the view and taken into account whether it's zoomed in or not, it would display those tiles.

Though I don't really know how spring works that.. :?

Posted: 09 Jun 2006, 20:59
by Cheesecan
Okay correct me if I'm wrong now but can't a Crossfire w. X1900 XTX run Epic with shadows? hell you'll need a rig like that just to run huge maps with maximum detail. Shadows just don't justify the fps drop in that case when you can up other stuff instead. AF's thinking is solid, though.

Posted: 09 Jun 2006, 21:19
by AF
I also remember reading that Springs shadows are rendered twice over, and SJ pointed somewhere for anyone willing to change that, has that been done yet? Or is it meerly somehting of mailing list history?

Posted: 09 Jun 2006, 22:27
by Comp1337
Molloy wrote:We need more good stuff ranging from 6x6 to 12x12 or so. There are too many large maps, or stupid porc maps.
HAY GUYS!
I did make a 1v1 8x8 map.. Give it a whirl

Posted: 10 Jun 2006, 18:40
by Erom
I would think rendering tiles of shadow and calculating when they were in the fov would be costly. I mean, think about all the loading/unloading as you scroll around.

Couldn't you just have spring default to a lower resolution shadowmap when running a map >32x32 on an ATI chipset?

Like make a half size and scale it up? It wouldn't be as pretty, but it would be a lot easier.